@Ace Dragon said:
@MagicLord said:
@aztecsensei said:
interesting talk :p !
that new demo looks like it have one million polygons the level alone. :|
I agree, most Godot 3D projects are simple games or repetitive models and textures,
that's sad but the only ground breaking game is the third person demo showcase.
This shows how much 3D art is lot more important than coding to stand out and make a great impression on a 3D Engine capabilities.
Again, balance is needed. Right now, there's a lot of big AAA games that are full of major glitches and other bugs, but sadly, the majority of gamers don't care because of the shiny graphics and how said bugs make fun YouTube videos. I can't stop you from intentionally making games with lots of bugs because one might only need pretty pictures to sell a ton of copies, but don't try to sell it as the way everyone else should do it, and especially don't try to enforce that idea at the tool level.
Also, a lot of indie developers don't place quite as much effort in graphics because AAA level assets and worlds take a long time to make; That can and will improve though as both Blender and Godot get more development and make it easier to author large amounts of content in a shorter timeframe.
We are not talking about games here but showcase demo.
A showcase demo graphics must have impact, while bugs or gameplay doesn't matters because it's a graphic showcase.
Unity last demo does not have any gameplay, only fps free walk, all focus in on next gen graphics.
Godot 3D best showcase is also a gameplay demo unfortunately.
A great gameplay demo is not always a good graphic showcase.
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Recently big game companies are making and interested in AA games, it's possible for indies if they are able to limit the scope in some areas.
There is lot of tools like Substance Designer, Zbrush, Mega Scan , Fuse, Bastioni plugin and many other tools.
Some 3D Engines like Unity or Unreal 4 are vey lucky to have lot of plugins creators, there is plugins for anything, from high quality characters or vehicles controllers, to procedural generation , dungeons generation, terrain auto generation , modeling, procedural graph modeling, ai characters plugins, to full game kits you can change characters using animation re targeting or tweak scripts variables in the editor.
You have a full working game in some week using the right plugins ;)
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This is the most noticeable difference between a market place where creators sell plugins and the open source.
Money is thousand times more motivating for plugin creators :D
Godot should create a paid marketplace, like Blender marketplace, this would attract plugins creators.
I always start some game using Unreal 4 third person game template, and change characters, bring my own level assets, and tweak AI and gameplay. Without the plugin i would have spend more than one year to get the game fundation as good as the plugin game template.
But we are getting off the main discussion that is a graphic showcase and not what 3D Engine have the best plugins ;)